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Imaging / Shading / OpenGL / Video game development / Order-independent transparency / Shader / Stencil buffer / Fragment / High Level Shader Language / Computer graphics / 3D computer graphics / Computing


Pacific Graphics (2013), pp. 1–6 B. Levy, X. Tong, and K. Yin (Editors)
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Document Date: 2013-10-30 09:41:51


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New York / /

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GPU / CRC Press / NVIDIA Corporation / /

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United States / /

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Power Plant / F. Zambetta RMIT University / /

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graphics applications / graphics hardware / /

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Improved OIT P. Knowles / G. Leach / and F. Zambetta RMIT University / Melbourne / /

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Max Alloc / /

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alpha / http / SIMD processor / SIMD processors / html / sorting algorithm / shared memory / shown choosing the sorting algorithm / /

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http /

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